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Loot & Events

Loot is what makes each match — the chests you place during map setup are filled from weighted loot tables, and in-match events keep the loot flowing.

Loot tables

Loot lives in loot.json in the data folder. There are two tiers:

  • Normal (island) — the chests on each player's starting island.
  • Middle — the richer chests in the center of the arena.

Each entry has an item id, a min/max quantity, and a weight. You can edit the tables by hand (then /aerowars reload) or from the admin panel: /aerowars adminLoot, which lets you switch tier, add items (itemId [min] [max] [weight]), and remove them.

When Loot.FillOnStart is on, every chest is filled once at match start.

In-match events

Events refresh or upgrade loot partway through a match, driving players back toward the chests. Configure them under Loot.Events:

json
"Loot": {
  "Events": {
    "Enabled": true,
    "Randomize": false,
    "MinGapSeconds": 90,
    "List": [
      { "Type": "loot_upgrade", "Time": 300, "Enabled": true },
      { "Type": "refill",       "Time": 480, "Enabled": true },
      { "Type": "loot_upgrade", "Time": 660, "Enabled": true }
    ]
  }
}

Event types

TypeEffect
refillRe-rolls the loot in every chest.
loot_upgradeUpgrades a growing share of the normal chests to roll the middle table, then refills. Each successive upgrade event promotes more of them.

Fixed vs. randomized timing

  • Fixed (Randomize: false) — each event fires at its Time (seconds since match start).
  • Randomized (Randomize: true) — the Time values are ignored; enabled events fire at random moments in a random order, always at least MinGapSeconds apart (and no earlier than MinGapSeconds into the match).

Set an individual event's "Enabled": false to keep it in the list but skip it.

Scoreboard countdown

The custom scoreboard shows a live countdown to the next event and its name, so players know when the next refill or upgrade is coming.

Released under the MIT License.